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Range & Order of Action
The range of a weapon represents the distance at which it is most effective. If the number of range bands from your hero to an enemy is equal to the range of your weapon, then the enemy is said to be at optimal range. Your weapon is most effec-tive at this distance and less effeceffec-tive at other distances.
Weapon Combinations
Just to be perfectly clear, here are the possible weapon combinations a hero can use during an exchange:
Left: Shield/Spear Right: Spear Left: Shield Right: Sword Left: Shield Right: Javelin Left: Sword Right: Sword Left: Javelin Right: Javelin Left: Javelin Right: Sword Left: Sword Right: Javelin Left: None Right: Bow
Of course, a hero may also wield a single sword and no shield, a spear and no shield, or a single javelin and no shield, if you wish.
Combatants act in order of weapon range and position. The shortest-range weapons, swords, go first as a group. Within that group, the combatants at optimal range act first. If two characters are tied for position (they’re both using swords and are both at range 1, for example) then the warrior with the higher ability die goes first. If there’s still a tie they act simultaneously. Then, combatants in that weapon group who are one range band out of optimal position get to act. Then, combatants two range bands out of optimal position.
Next, the longer-range weapons act, in order: Spear, Javelin, Bow. Within each weapon group, combatants act in order of position, then ability rating if there’s a tie.
Range 2
Range 3
The hero is in optimal range with his spear against the white skeleton.
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Attack
When it’s your turn to act in the exchange, you may attack one enemy. To make your attack, roll the dice in your right hand. If your attack result equals or exceeds the defense result of the target, you hit.
If your target is in optimal range for your weapon, you roll dice normally. If the target is one range band outside optimal (either closer in or farther away), you suf-fer a -2 penalty to your attack roll. If your target is two range bands outside optimal range, you take a -4 penalty to your attack roll. If your target is more than two range bands outside your range you cannot attack with that weapon.
Each victory you roll for your attack equals 1 wound to the target –or– +1 to your next position roll –or– -1 to your target’s armor roll. You decide how to apply your victories.
Defend
Each time your hero is attacked, roll the dice in your left hand. If your result is higher than the result of the attacker, you avoid the attack. Every victory you roll on defense during one exchange gives you +1 to your next position roll. I like to keep some counters handy (like pennies) and then take one for each position bonus I get during the ex-change. When the next position roll comes up, I “turn in” the counters for my bonus.
Armor
Armor helps by deflecting damage from attacks that hit your hero. After your hero is hit by an attack, you have the option to roll your armor die. If you roll a 4 or higher, the attack is deflected and has no effect—but your armor die is impaired by one level.
If you roll a 3 or less, the attack succeeds and your armor die is not impaired.
Wounds
If you are hit (and it’s not deflected by armor) you are wounded. Wounds are marked on the wound track on the hero sheet. Mark the box that corresponds to the number
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of wounds your hero has taken. If you take two wounds, you would mark the ‘2’ box on the track. You would not mark two boxes. You mark only one box at a time.
If you have to mark a box, but it’s already been marked, then you mark the next-highest box. For example, if you already marked your ‘2’ box, and then took two wounds again, you would have to mark your ‘3’ box since the ‘2’ is already filled.
Each wound box on the track has a penalty associated with it (see the wound track at right). The first three wound boxes have temporary penalties that apply only to your next roll. Boxes 4, 5, and 6 have lasting penalties that apply to all your rolls. Temporary penalties stack up, so if you take two wounds and then three wounds in one exchange, you’ll have a -3 penalty to your next roll. Lasting penalties don’t stack together, you just take the highest. So if your ‘4’ box is marked you take a -1 penalty to all your rolls. If your ‘5’ box is then marked, you take a -2 penalty to all your rolls, not a -3.
Defeat
Your hero is defeated when your ‘6’ box is marked. Your hero immediately exits the battle and cannot participate in it fur-ther. If you are the only combatant on your side in a battle, and you’re defeated, then the opposing side wins the battle and achieves their goals. See Goals, page 33.
Note that defeat does not mean death for your hero. He-roes cannot be killed before they reach their ultimate fates (see Fate, page 68). If all the heroes are defeated, however, they are at the mercy of their enemies. They may have to make terrible bargains to be set free, or face difficult contests to escape.
wound track
1. Two wounds taken, so the ‘2’ box is marked.
wound track
2. Then four wounds are taken, so the ‘4’ box is marked.
wound track
3. Then two wounds are taken again, so the ‘3’ box must be marked since the ‘2’ box is already filled.
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